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About Stig92

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    Novark Citizen

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  • Alpha 1

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  1. Stig92

    Massive cave planet

    Could create really cool underground cities/bases. On related note, what do people think about an idea of a hollow earth planet? Either have like 50%voxel and 50% empty space with one massive cave under the surface layer or even twist physics a bit to have gravity turn outwards and walk in the inner surface with some light source in the middle. Finding one could also be tied to some kind of mystery/story of the world that would eventually give an explanation for its existence.
  2. Stig92

    The Dyson Sphere Initiative

    So now this community has gone from Death star (which devs called technically possible but unlikely) to a dyson sphere. NQ you are going to need more powerful servers. Oh and a Dyson swarm is more likely than fixed sphere, at least in the real world it would be.
  3. Stig92

    Armour ideas

    Looks like closest thing to stormtrooper in the real world.
  4. Stig92

    NovaWrimo 2017 Contest: Rules to participate

    @NQ-Nomad Two questions if you won't mind: 1. Should the prize show somewhere in profile or elsewhere or do I just get email or other contact about the matter when the rewards are actually relevant (at the time of alpha 2 as I've understood). 2. To confirm, the prize has the content they had in original kickstarter packs? https://ksr-ugc.imgix.net/assets/013/630/702/40b5f8aebb79d1946b24127cf5853155_original.jpg?w=680&fit=max&v=1473233986&auto=format&q=92&s=60de617c87413ffd127ad0f96639f7ec With these too? https://www.dualthegame.com/en/news/2018/03/07/supporter-rewards-for-founder-backers/ Very timely critique process by the way. I only wrote one full novel draft during that time.
  5. Stig92

    About Organizations

    If people want to play with small organizations they join/found organizations that stay small. To say that organization size for example should be limited because some want to play with smaller group makes no sense.
  6. Stig92

    materials and structure collision

    Considering one major reason for no collision damage (as far a I remember) was to reduce stress on servers which would have to do calculations for collision damage, it shouldn't really make a difference what you are ramming into.
  7. Stig92

    materials and structure collision

    I haven't played much MMOs but from everything I've heard whenever developers think they have something like that it is basically a "hold my beer" moment for the player base. I'm just wondering if that will happen with the death star in DU since NQ has stated it is technically possible but unlikely because of the resources and work we'd need. No collision damage should also be more forgiving for practicing pilots/drivers so all the construction work wont go to waste too easily in some accident.
  8. Stig92

    Neutrality Signs?

    How about this symbol then, placed on the hull at the closest point to main reactor or equivalent. (not mine, found on google)
  9. Stig92

    Neutrality Signs?

    To be at all efficient there would need to be a greater power to enforce it / punish those who shoot at neutral ship or pretend to be neutral ship. Big organization's might agree on such rules in some areas, maybe.
  10. Stig92

    Leave an org as founding member

    I'm bit confused. Are you talking about leaving an organization and letting other people keep going with it, or do you just want to throw everyone out and destroy the organization?
  11. Stig92

    Game needs Digfighting

    Very large fixed spinal weapons (Like Halo Mac guns) would be nice though. I hope such fit together with lock and shoot model. Could require keeping ship directed in certain direction with small deviance and then have the lock and fire model.
  12. Concerning the edit rights part of the discussion, I agree that the core is the key, but besides searching for hidden core the alternative ought to be to cut off pieces of wreck with some weapon/tool so the cut off part would become neutral and salvageable when it loses connection to the core. Capturing ships, which would be greater reward, would require finding the core and getting rid of it/ hacking it, but Hacking should only be possible if player really gets to the core. In terms of practicalities of salvaging wrecks it is resource collection like mining, so I wouldn't expect NQ to provide much if any more automation possibilities than with mining. Get out the airlock and work for the resources you lazy bastards. That being said, it also shouldn't be horribly limited as salvaging is activity much like mining. People here have talked about need to lose materials and when ship is in battle the destroyed parts where it got hit would undoubtedly lose material but disabling a ship or killing its grew doesn't require massive percentage of the ship to be lost and that shouldn't be artificially increased beyond what is actually destroyed in battle. Maybe there could be some process to recycle materials just as ores probably need refining when dug out of the ground, maybe that process could be a little less than 100% efficient.
  13. Stig92

    Pre-Alpha RAM requirement?

    Open airlock policy?
  14. Stig92

    Pre-Alpha RAM requirement?

    Throwing people out of the airlock, so wasteful. You should watch this PSA (from about 0:20 onward)
  15. Stig92

    Game needs Digfighting

    I think the problem and reason why combat is supposed to be lock and shoot was because of the server tech and load, like things further away updating less often. Imagine having a space battle with several capital ships and maybe dozens or hundreds of fighters or trying to hit a moving ship that shows to be where it was even just a second ago. As for digfighting, I think that might become a thing but be more about hunting underground bunkers than spaceships.